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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Oct 2009
Posts: 11
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perfect!!!
a mesh with 3740 polys!!! (after processing by me) where is the problem? |
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#2 |
Seasoned Skipper
![]() Join Date: Apr 2008
Location: Canada
Posts: 682
Downloads: 17
Uploads: 0
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Well, I wasn't sure if there was or no problem. Because I work with nurbs modeling. Hearing that nurbs, give tons of polygon when converting them which can be sometime overkilled and also because SH game is also limited.
That's why I was worrying . Seeing I am on the right track, I will keep the work then. Thanks a lot. |
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#3 |
Swabbie
![]() Join Date: Oct 2009
Posts: 11
Downloads: 0
Uploads: 0
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ok,
your mesh, in the screen has got 37418 polys but After a short edit there are only 3700 left in some areas, the model is not really nice, but we can repair it with blender |
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#4 |
Seasoned Skipper
![]() Join Date: Apr 2008
Location: Canada
Posts: 682
Downloads: 17
Uploads: 0
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Can you tell me where it needs to be checked again?
After all, this has been modeling through intuition with few reference only. |
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#5 |
Swabbie
![]() Join Date: Oct 2009
Posts: 11
Downloads: 0
Uploads: 0
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you need not check the mesh
the errors caused by the process in blender more information in the pm mfg alex |
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#6 |
Seasoned Skipper
![]() Join Date: Apr 2008
Location: Canada
Posts: 682
Downloads: 17
Uploads: 0
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Just an up to date.
No, I haven't given up on this project. Times only matter ![]() My associate alex, is also doing his best. He has been suggesting me and helping me lot of time. Anyways, here are the update. I finally figured out how to turn that epic 45k poly down to 8-9k. The smoothness is still reasonable, still there are some error when turning into triangular polys. I will still need suggestion or ideas for the ship itself. Currently, what just pop out while writing this, is the missing anchor details on the bow of the ship. I am trying to figure out how I am going to proceed in order to do this. Else I am still scratching my head what else I could add... ![]() That's pretty much what I want to say. And I had this idea to give it a chance also in SH4. Else, what is really going to give me tough time, is taking my time to understand how to make those nods/script in S3D ![]() ![]() |
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